Arcade Berg

Game Designer and very handsome

Prior titles include the latest instalment of the billion dollar franchise Gears of War and the award winning Bulletstorm.

Experience within various fields of Gameplay Design, Level Design, PR and management on different platforms and different scope makes me a versatile developer.

I’ve had hands on with numerous aspects of design and development incl. system design and gameplay, HCI, UI, weapon design concepts and balancing, enemy design, pacing, team management, planning, PR/marketing, events and outsource management.

I’m definitely a “gameplay first” kind of guy and I see myself keep focusing on driving quality and the user experience no matter where I am.

I’ve done things…

All aspects of full AAA production cycles

Established IP's and creating new ones

PC - Console - Mobile - Web

People and team management

Production planning and scheduling

Driving feature and/or system implementation

Presentations

Media (& Community building)

I can do things…

UX Design

Team Management

Pacing

Enemy Design

Weapon Design

UI

System Design

HCI

Planning

PR/Marketing

Scripting

Presentations

2010 – Current
Game DesignerEpic Games Poland

2010 – 2012
Game Design AdvisorHello There

2009 – 2012
Game Design ConsultantOutbreak Studios

2008 – 2010
Level DesignerGRIN

2005 – 2008
Bachelor Degree:
Computer Game Development – Game Design

Did you know that…

I’ve worked at media and press events like E3, press days and tournaments.

I’ve done tons of interviews for TV, print, online and webshows.

I’ve been published in Game Developer Magazine. (“RED MEANS BOOM!”, March 2011)

This site started out as a tool for me to help to collect my thoughts into more than random nonsense. Even though I haven’t posted in a very long time due to my commitment and agreement with my current employer, you can still read all of my previous Game Design posts here.

Team management, planning, high and low level game design, story, UI, HCI, brand research, outsource management, tweaking and driving features from idea to full implementation. Responsible for game modes in DLC.

Executing hands on Game Design on nearly all aspects of the game. My primary focus was on User Interaction, the Skillshot System, Achievements and overall balance/pacing. I was also responsible for the design and implementation of Echoes Mode.